技能运动需要完善
This commit is contained in:
@@ -210,7 +210,7 @@ export class RoleViewComp extends CCComp {
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}else{
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t_pos=null
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}
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skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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skill.load(this.enemy,pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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}
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//使用max_skill
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@@ -222,7 +222,7 @@ export class RoleViewComp extends CCComp {
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let speed =smc.skills[this.max_skill_uuid].speed;
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let dis = smc.skills[this.max_skill_uuid].dis;
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let atk = smc.skills[this.max_skill_uuid].atk+this.atk;
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skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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skill.load(this.enemy,pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid);
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}
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in_atk(dt: number) {
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@@ -21,6 +21,9 @@ export class SingletonModuleComp extends ecs.Comp {
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initialize: Initialize = null!;
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/** 游戏地图 */
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map: GameMap = null!;
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cards: any = [
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{uuid:9001,type:1},{uuid:9011,type:1},{uuid:9021,type:1},{uuid:9031,type:1},{uuid:9041,type:1}
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];
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player_skills: any = [
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];
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player_buffs: any = [
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@@ -4,21 +4,17 @@
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export const CardList={
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1:[
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{uuid:9001,type:1},{uuid:9002,type:1},{uuid:9003,type:1},{uuid:9004,type:1},{uuid:9005,type:1},{uuid:9006,type:1},{uuid:9007,type:1},{uuid:9008,type:1},{uuid:9009,type:1},
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{uuid:9010,type:1},
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{uuid:9001,type:1},{uuid:9011,type:1},{uuid:9021,type:1},{uuid:9031,type:1},{uuid:9041,type:1}
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// {uuid:9007,type:1},{uuid:9008,type:1},{uuid:9009,type:1},{uuid:9010,type:1},{uuid:9011,type:1},{uuid:9012,type:1},
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],
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2:[
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{uuid:9001,type:1},{uuid:9002,type:1},{uuid:9003,type:1},{uuid:9004,type:1},{uuid:9005,type:1},{uuid:9006,type:1},{uuid:9007,type:1},{uuid:9008,type:1},{uuid:9009,type:1},
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{uuid:9010,type:1},// {uuid:9007,type:1},{uuid:9008,type:1},{uuid:9009,type:1},{uuid:9010,type:1},{uuid:9011,type:1},{uuid:9012,type:1},
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{uuid:9001,type:1},{uuid:9011,type:1},{uuid:9021,type:1},{uuid:9031,type:1},{uuid:9041,type:1}
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],
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3:[
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{uuid:9001,type:1},{uuid:9002,type:1},{uuid:9003,type:1},{uuid:9004,type:1},{uuid:9005,type:1},{uuid:9006,type:1},{uuid:9007,type:1},{uuid:9008,type:1},{uuid:9009,type:1},
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{uuid:9010,type:1},// {uuid:9007,type:1},{uuid:9008,type:1},{uuid:9009,type:1},{uuid:9010,type:1},{uuid:9011,type:1},{uuid:9012,type:1},
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{uuid:9001,type:1},{uuid:9011,type:1},{uuid:9021,type:1},{uuid:9031,type:1},{uuid:9041,type:1}
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],
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4:[
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{uuid:9010,type:1},{uuid:9001,type:1},{uuid:9002,type:1},{uuid:9003,type:1},{uuid:9004,type:1},{uuid:9005,type:1},{uuid:9006,type:1},{uuid:9007,type:1},{uuid:9008,type:1},{uuid:9009,type:1},
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{uuid:9001,type:1},{uuid:9011,type:1},{uuid:9021,type:1},{uuid:9031,type:1},{uuid:9041,type:1}
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],
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5:[
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{uuid:1001,type:2},{uuid:1002,type:2},{uuid:4011,type:2},{uuid:4012,type:2},
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@@ -33,8 +29,4 @@ export const CardList={
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{uuid:6102,type:3},{uuid:6103,type:3}, {uuid:6210,type:3},{uuid:6213,type:3},{uuid:6216,type:3},{uuid:6211,type:3},{uuid:6212,type:3},
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{uuid:6214,type:3},{uuid:6215,type:3},{uuid:6217,type:3},{uuid:6218,type:3},
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],
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7:[
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],
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}
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@@ -1,24 +1,21 @@
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export const HeroSet={
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9001:{uuid: 9001,path: "k1",type: 1,level: 1,name: "战士1",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30,
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skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻击型",mon: "狗"},
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9002:{uuid: 9002,path: "k2",type: 2,level: 1,name: "战士2",atk: 2,hp: 48,atk_dis:40,atk_cd: 2,power: 50,speed: 30,
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skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "血量型",mon: "绵羊"},
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9003:{uuid: 9003,path: "k3",type: 1,level: 1,name: "战士3",atk: 4,hp: 24,atk_dis:40,atk_cd: 2,power: 50,speed: 30,
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skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001, atktype: "攻击型",mon: "蚂蚁"},
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9004:{uuid: 9004,path: "m1",type: 1,level: 1,name: "魔法师1",atk: 4,hp: 24,atk_dis:400,atk_cd: 2,power: 50,speed: 30,
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skill: "base2",max_skill: "base2",skill_uuid: 9001,max_skill_uuid: 1001, atktype: "攻击型",mon: "蚂蚁"},
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9005:{uuid: 9005,path: "m2",type: 3,level: 1,name: "魔法师2",atk: 3,hp: 18,atk_dis:400,atk_cd: 1,power: 50,speed: 30,
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skill: "base2",max_skill: "base2",skill_uuid: 9001,max_skill_uuid: 1001, atktype: "攻速型",mon: "鼠"},
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9006:{uuid: 9006,path: "m3",type: 3,level: 1,name: "魔法师3",atk: 3,hp: 18,atk_dis:400,atk_cd: 2,power: 50,speed: 30,
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skill: "base2",max_skill: "base2",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: "攻速型",mon: "猫"},
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9007:{uuid: 9007,path: "arc1",type: 3,level: 1,name: "弓箭手1",atk: 3,hp: 18,atk_dis:500,atk_cd: 1,power: 50,speed: 30,
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skill: "base3",max_skill: "base3",skill_uuid: 9001,max_skill_uuid: 1001,word: "狂暴",info: "全体攻击", atktype: "攻速型",mon: "松鼠"},
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9008:{uuid: 9008,path: "arc2",type: 3,level: 2,name: "弓箭手2",atk: 4,hp: 27,atk_dis:500,atk_cd: 1,power: 50,speed: 30,
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skill: "base3",max_skill: "base3",skill_uuid: 9001,max_skill_uuid: 1001, atktype: "攻速型",mon: "机械蜜蜂"},
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9009:{uuid: 9009,path: "arc3",type: 1,level: 2,name: "弓箭手3",atk: 6,hp: 36,atk_dis:500,atk_cd: 2,power: 50,speed: 30,
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skill: "base3",max_skill: "base3",skill_uuid: 9001,max_skill_uuid: 1001, atktype: "攻击型",mon: "鹰"},
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9010:{uuid: 9009,path: "m4",type: 1,level: 2,name: "大火法",atk: 6,hp: 36,atk_dis:500,atk_cd: 2,power: 50,speed: 30,
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skill: "fire",max_skill: "base3",skill_uuid: 9001,max_skill_uuid: 1001, atktype: "攻击型",mon: "鹰"},
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9001:{uuid: 9001,path: "k3",type: 1,level: 1,name: "战士",atk: 4,hp: 350,atk_dis:40,atk_cd: 2,power:0,power_max: 10,speed: 30,
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skill: "base",max_skill: "base",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: 1,},
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9011:{uuid: 9004,path: "m1",type: 1,level: 1,name: "冰法",atk: 4,hp: 15,atk_dis:400,atk_cd: 2,power:0,power_max: 10,speed: 30,
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skill: "base2",max_skill: "ice",skill_uuid: 9001,max_skill_uuid: 1002, atktype: 1,},
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9021:{uuid: 9005,path: "m2",type: 3,level: 1,name: "火法",atk: 6,hp: 15,atk_dis:400,atk_cd: 2,power:0,power_max: 10,speed: 30,
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skill: "base2",max_skill: "fire",skill_uuid: 9001,max_skill_uuid: 1001, atktype: 2},
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9031:{uuid: 9006,path: "m3",type: 3,level: 1,name: "牧师",atk: 3,hp: 20,atk_dis:400,atk_cd: 2,power:0,power_max: 10,speed: 30,
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skill: "base2",max_skill: "base2",skill_uuid: 9001,max_skill_uuid: 1001,word: "守护",info: "自身护盾", atktype: 2},
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9041:{uuid: 9009,path: "arc1",type: 3,level: 1,name: "弓箭手",atk: 3,hp: 15,atk_dis:400,atk_cd: 1,power:0,power_max: 10,speed: 30,
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skill: "base3",max_skill: "base3",skill_uuid: 9001,max_skill_uuid: 1001,word: "狂暴",info: "全体攻击", atktype: 2},
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}
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@@ -65,6 +65,7 @@ export class BoxRangComp extends CCComp {
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}else{
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if(this.HeroViewComp.enemy.isValid==false){
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this.HeroViewComp.enemy = otherCollider.node;
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}
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}
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this.HeroViewComp.is_atking = true;
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@@ -81,6 +81,7 @@ export class Hero extends ecs.Entity {
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mv.atk_cd = smc.heros[uuid].atk_cd;
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mv.atk_dis = smc.heros[uuid].atk_dis;
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mv.power = smc.heros[uuid].power;
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mv.power_max= smc.heros[uuid].power_max;
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mv.type = smc.heros[uuid].type;
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mv.skill_uuid = 9001;
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mv.max_skill_uuid = smc.heros[uuid].max_skill_uuid;
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@@ -21,6 +21,7 @@ import { SkillSet } from "../common/config/SkillSet";
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import { Tooltip } from "../skills/Tooltip";
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import { MoveToComp } from "../common/ecs/position/MoveTo";
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import { BoxRangComp } from "./BoxRangComp";
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import { MonViewComp } from "../mon/MonViewComp";
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const { ccclass, property } = _decorator;
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/** 角色显示组件 */
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@@ -224,7 +225,9 @@ export class HeroViewComp extends CCComp {
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this.node.getChildByName("top").getChildByName("power").getComponent(ProgressBar)!.progress = power_progress;
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}
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shoot(skill_uuid:number){
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// console.log("mon shoot");
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console.log("hero shoot");
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console.log(this.enemy)
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console.log("hero box",this.enemy.getComponent(MonViewComp))
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let skill = ecs.getEntity<Skill>(Skill);
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let x=32
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let pos = v3(35*this.scale,50)
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@@ -234,11 +237,13 @@ export class HeroViewComp extends CCComp {
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let atk = smc.skills[skill_uuid].atk+this.atk;
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let angle=0
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let t_pos:Vec3 = v3(0,0)
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let eid = 0
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if(this.enemy){
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if(!this.enemy.isValid){
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console.log("move_to",this.enemy.isValid);
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return
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}
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eid = this.enemy.getComponent(MonViewComp).ent.eid
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t_pos = v3(this.enemy.position.x-this.node.position.x,this.enemy.position.y-this.node.position.y)
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angle = Math.atan2(t_pos.y,t_pos.x) * 180 / Math.PI;
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if(this.scale == -1){
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@@ -247,7 +252,8 @@ export class HeroViewComp extends CCComp {
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}else{
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t_pos=null
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}
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skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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skill.load(eid,this.enemy,pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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}
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//使用max_skill
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@@ -259,8 +265,14 @@ export class HeroViewComp extends CCComp {
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let speed =smc.skills[this.max_skill_uuid].speed;
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let dis = smc.skills[this.max_skill_uuid].dis;
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let atk = smc.skills[this.max_skill_uuid].atk+this.atk;
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skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid);
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let eid = 0
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if(this.enemy){
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if(this.enemy.isValid){
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eid = this.enemy.getComponent(MonViewComp).ent.eid
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}
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}
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skill.load(eid,this.enemy,pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid,100);
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}
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in_act(dt: number) {
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if(this.atk_time >= this.atk_cd){
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@@ -372,12 +384,12 @@ export class HeroViewComp extends CCComp {
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this.node.getChildByName("top").getChildByName("shield").active=true
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}
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}
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tooltip(type:number=1,value:string="",s_uuid:number=1001){
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tooltip(type:number=1,value:string="",s_uuid:number=1001,y:number=60){
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// console.log("tooltip",type);
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let tip =ecs.getEntity<Tooltip>(Tooltip);
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let pos = this.node.getPosition();
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let node =this.node.parent
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pos.y=pos.y+60;
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pos.y=pos.y+y;
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tip.load(pos,type,value,s_uuid,node);
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}
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@@ -236,8 +236,8 @@ export class CardControllerComp extends CCComp {
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load_cards() {
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this.in_load = true
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let card:any=null
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for (let index = 1; index <= 6; index++) {
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card=RandomManager.instance.getRandomByObjectList(CardList[index], 1);
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for (let index = 1; index <= 4; index++) {
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card=RandomManager.instance.getRandomByObjectList(smc.cards, 1);
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this.cards[index].uuid=card[0].uuid
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this.cards[index].type=card[0].type
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@@ -246,20 +246,31 @@ export class CardControllerComp extends CCComp {
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let name: string = "";
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let level: number = 0;
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let { uuid, type } = card[0];
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switch (type) {
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case 1:
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url = "game/hero/hero_icon";
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({ uuid: pathName, name, level } = smc.heros[uuid]);
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break;
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case 2:
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url = "game/heros/skill";
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({ path: pathName, name, level } = smc.skills[uuid]);
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break;
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case 3:
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default:
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url = "game/heros/skill";
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({ path: pathName, name, level } = smc.skills[uuid]);
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}
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url = "game/hero/hero_icon";
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({ uuid: pathName, name, level } = smc.heros[uuid]);
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this.cards[index].lv=level
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let node=this.node.getChildByName('cards').getChildByName('card'+index)
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node.getChildByName('cost').getComponent(Label).string=level.toString()
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node.getChildByName('name').getComponent(Label).string=name
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// const sprite = node.getChildByName("item").getComponent(Sprite);
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// console.log(this['card'+index],url,pathName,sprite)
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resources.load(url, SpriteAtlas, (err: any, atlas) => {
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const sprite = node.getChildByName("item").getComponent(Sprite);
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sprite.spriteFrame = atlas.getSpriteFrame(pathName);
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});
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this.cards[index].alive=true
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}
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for (let index = 5; index <= 6; index++) {
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card=RandomManager.instance.getRandomByObjectList(CardList[index], 1);
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this.cards[index].uuid=card[0].uuid
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this.cards[index].type=card[0].type
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let url: string = "";
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let pathName: string = "";
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let name: string = "";
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let level: number = 0;
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let { uuid, type } = card[0];
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url = "game/heros/skill";
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({ path: pathName, name, level } = smc.skills[uuid]);
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this.cards[index].lv=level
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let node=this.node.getChildByName('cards').getChildByName('card'+index)
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node.getChildByName('cost').getComponent(Label).string=level.toString()
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@@ -156,8 +156,8 @@ export class MapMonsterComp extends CCComp {
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let monster_layer = scene.entityLayer!.node!
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let monster_layer1 = scene.entityLayer1!.node!;
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let monster_layer2 = scene.entityLayer2!.node!;
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this.addMonster(m[0],monster_layer,pos)
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this.addMonster(m1[0],monster_layer1,pos1)
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this.addMonster(m[0],monster_layer,pos2)
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this.addMonster(m1[0],monster_layer1,pos2)
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this.addMonster(m2[0],monster_layer2,pos2)
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this.setp_num -= 1
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}
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@@ -268,7 +268,7 @@ export class MonViewComp extends CCComp {
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}else{
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t_pos=null
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}
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skill.load(pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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skill.load(this.enemy,pos,speed,dis,scale,this.node,skill_uuid,atk,angle,t_pos);
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// this.tooltip(3,smc.skills[skill_uuid].name,this.skill_uuid);
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}
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//使用max_skill
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@@ -280,7 +280,7 @@ export class MonViewComp extends CCComp {
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let speed =smc.skills[this.max_skill_uuid].speed;
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let dis = smc.skills[this.max_skill_uuid].dis;
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let atk = smc.skills[this.max_skill_uuid].atk+this.atk;
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skill.load(pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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skill.load(this.enemy,pos,speed,dis,scale,this.node,this.max_skill_uuid,atk);
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this.tooltip(3,smc.skills[this.max_skill_uuid].name,this.max_skill_uuid);
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}
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in_act(dt: number) {
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@@ -60,11 +60,16 @@ export class CSkillComp extends CCComp {
|
||||
let t_pos = v3(0,0)
|
||||
let angle = 0
|
||||
let m_pos=v3(0,0)
|
||||
let target:any = null
|
||||
let eid=0
|
||||
let monsters:any = ecs.query(ecs.allOf(MonModelComp));
|
||||
if (monsters.length > 0) {
|
||||
m_pos = monsters[0].MonView.node.position
|
||||
target= monsters[0].MonView.node
|
||||
eid = monsters[0].MonView.eid
|
||||
|
||||
}else{
|
||||
return
|
||||
m_pos = v3(BoxSet.MONSTER_START,BoxSet.GAME_LINE)
|
||||
}
|
||||
t_pos = v3(m_pos.x-this.node.position.x,m_pos.y-this.node.position.y) // 目标增量
|
||||
@@ -77,7 +82,7 @@ export class CSkillComp extends CCComp {
|
||||
let dis = smc.skills[this.skill_uuid].dis+this.dis;
|
||||
let atk = smc.skills[this.skill_uuid].atk+this.atk;
|
||||
let speed = smc.skills[this.skill_uuid].speed+this.speed;
|
||||
skill.load(pos,speed,dis,scale,this.node,this.skill_uuid,atk,angle,t_pos);
|
||||
skill.load(eid,target,pos,speed,dis,scale,this.node,this.skill_uuid,atk,angle,t_pos);
|
||||
}
|
||||
add_buff(){
|
||||
// 1: 远距离攻击,碰撞后 结束
|
||||
|
||||
@@ -29,10 +29,10 @@ export class Skill extends ecs.Entity {
|
||||
this.remove(SkillCom);
|
||||
super.destroy();
|
||||
}
|
||||
load(pos: Vec3 = Vec3.ZERO,speed:number = 100,
|
||||
load(target_eid:number,target:any,pos: Vec3 = Vec3.ZERO,speed:number = 100,
|
||||
dis:number = 50,scale:number = 1,parent:Node,
|
||||
uuid:number=1001,atk:number =10,angle = 0,
|
||||
t_pos:Vec3 = null,run_type:number=0)
|
||||
t_pos:Vec3 = null,run_type:number=0,)
|
||||
{
|
||||
var path = "game/skills/"+smc.skills[uuid].sp_name;
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
@@ -53,6 +53,8 @@ export class Skill extends ecs.Entity {
|
||||
sv.type = smc.skills[uuid].type;
|
||||
sv.box_tag= BoxSet.SKILL_TAG;
|
||||
sv.run_type== run_type;
|
||||
sv.target=target;
|
||||
sv.target_eid=target_eid
|
||||
if(scale == 1){
|
||||
sv.box_group=BoxSet.HERO
|
||||
}else{
|
||||
|
||||
@@ -4,6 +4,9 @@ import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/modu
|
||||
import { BoxSet } from "../common/config/BoxSet";
|
||||
import { smc } from "../common/SingletonModuleComp";
|
||||
import { Timer } from "../../../../extensions/oops-plugin-framework/assets/core/common/timer/Timer";
|
||||
import { MoveToComp } from "../common/ecs/position/MoveTo";
|
||||
import { MonModelComp } from "../mon/MonModelComp";
|
||||
import { HeroViewComp } from "../hero/HeroViewComp";
|
||||
|
||||
const { ccclass, property } = _decorator;
|
||||
|
||||
@@ -25,6 +28,8 @@ export class SkillCom extends CCComp {
|
||||
atk_count:number = 0;
|
||||
angle:number = 0;
|
||||
t_pos:Vec3 = null; // 目标增量
|
||||
target:any =null
|
||||
target_eid:number = 0;
|
||||
is_destroy:boolean = false;
|
||||
box_group:number = 0;
|
||||
box_tag:number=0;
|
||||
@@ -48,63 +53,63 @@ export class SkillCom extends CCComp {
|
||||
// collider.on(Contact2DType.END_CONTACT, this.onEndContact, this);
|
||||
collider.on(Contact2DType.POST_SOLVE, this.onPostSolve, this);
|
||||
}
|
||||
if(this.t_pos){
|
||||
this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale;
|
||||
this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed;
|
||||
}else{
|
||||
this.x_speed=this.speed
|
||||
this.y_speed=0
|
||||
}
|
||||
if(this.run_type == 1){
|
||||
let s_pos = v3(this.node.position.x,this.node.position.y)
|
||||
let c_pos = v3(this.node.position.x,this.node.position.y)
|
||||
let e_pos = v3(this.node.position.x+this.dis*this.scale,BoxSet.GAME_LINE-50)
|
||||
SkillCom.bezierTo(this.node,2,s_pos,c_pos,e_pos,{onUpdate: (target: Vec3, ratio: number) => {
|
||||
}
|
||||
}).start();
|
||||
}
|
||||
if(this.run_type == 2){
|
||||
tween(this.node).to( this.in_time,
|
||||
{ position: new Vec3(this.node.position.x,this.node.position.y) },
|
||||
{
|
||||
onComplete: (target?: object) => {
|
||||
this.is_destroy=true
|
||||
},
|
||||
}
|
||||
).start();
|
||||
}
|
||||
if(this.run_type == 0){
|
||||
if(this.t_pos){
|
||||
let l_x=Math.cos(this.angle * Math.PI / 180) * 50;
|
||||
let l_y=Math.sin(this.angle * Math.PI / 180) * 50;
|
||||
let squaredDistance = this.t_pos.x * this.t_pos.x + this.t_pos.y * this.t_pos.y;
|
||||
let distance = Math.sqrt(squaredDistance);
|
||||
let time = distance / this.speed-0.2;
|
||||
//通过欧拉角 延长 目标点 增量
|
||||
// this.t_pos.x=Math.cos(this.angle * Math.PI / 180) * this.dis;
|
||||
// this.t_pos.y=Math.sin(this.angle * Math.PI / 180) * this.dis;
|
||||
let e_pos=v3(this.node.position.x+l_x+this.t_pos.x,this.node.position.y+this.t_pos.y)
|
||||
tween(this.node).to( 0.7,{ angle:this.angle,position: e_pos},
|
||||
{
|
||||
onUpdate: (target: Vec3, ratio: number) => { // onUpdate 接受当前缓动的进度
|
||||
// 将缓动系统计算出的结果赋予 node 的位置
|
||||
},
|
||||
onComplete: (target?: object) => {
|
||||
this.is_destroy=true
|
||||
},
|
||||
}
|
||||
).start();
|
||||
}else{
|
||||
tween(this.node).to( this.dis/this.speed,
|
||||
{ position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
|
||||
{
|
||||
onComplete: (target?: object) => {
|
||||
this.is_destroy=true
|
||||
},
|
||||
}
|
||||
).start();
|
||||
}
|
||||
}
|
||||
// if(this.t_pos){
|
||||
// this.x_speed=Math.cos(this.angle * Math.PI / 180) * this.speed-30*this.scale;
|
||||
// this.y_speed=Math.sin(this.angle * Math.PI / 180) * this.speed;
|
||||
// }else{
|
||||
// this.x_speed=this.speed
|
||||
// this.y_speed=0
|
||||
// }
|
||||
// if(this.run_type == 1){
|
||||
// let s_pos = v3(this.node.position.x,this.node.position.y)
|
||||
// let c_pos = v3(this.node.position.x,this.node.position.y)
|
||||
// let e_pos = v3(this.node.position.x+this.dis*this.scale,BoxSet.GAME_LINE-50)
|
||||
// SkillCom.bezierTo(this.node,2,s_pos,c_pos,e_pos,{onUpdate: (target: Vec3, ratio: number) => {
|
||||
// }
|
||||
// }).start();
|
||||
// }
|
||||
// if(this.run_type == 2){
|
||||
// tween(this.node).to( this.in_time,
|
||||
// { position: new Vec3(this.node.position.x,this.node.position.y) },
|
||||
// {
|
||||
// onComplete: (target?: object) => {
|
||||
// this.is_destroy=true
|
||||
// },
|
||||
// }
|
||||
// ).start();
|
||||
// }
|
||||
// if(this.run_type == 0){
|
||||
// if(this.t_pos){
|
||||
// let l_x=Math.cos(this.angle * Math.PI / 180) * 50;
|
||||
// let l_y=Math.sin(this.angle * Math.PI / 180) * 50;
|
||||
// let squaredDistance = this.t_pos.x * this.t_pos.x + this.t_pos.y * this.t_pos.y;
|
||||
// let distance = Math.sqrt(squaredDistance);
|
||||
// let time = distance / this.speed-0.2;
|
||||
// //通过欧拉角 延长 目标点 增量
|
||||
// // this.t_pos.x=Math.cos(this.angle * Math.PI / 180) * this.dis;
|
||||
// // this.t_pos.y=Math.sin(this.angle * Math.PI / 180) * this.dis;
|
||||
// let e_pos=v3(this.node.position.x+l_x+this.t_pos.x,this.node.position.y+this.t_pos.y)
|
||||
// tween(this.node).to( 0.7,{ angle:this.angle,position: e_pos},
|
||||
// {
|
||||
// onUpdate: (target: Vec3, ratio: number) => { // onUpdate 接受当前缓动的进度
|
||||
// // 将缓动系统计算出的结果赋予 node 的位置
|
||||
// },
|
||||
// onComplete: (target?: object) => {
|
||||
// this.is_destroy=true
|
||||
// },
|
||||
// }
|
||||
// ).start();
|
||||
// }else{
|
||||
// tween(this.node).to( this.dis/this.speed,
|
||||
// { position: new Vec3(this.node.position.x+this.scale*this.dis,this.node.position.y) },
|
||||
// {
|
||||
// onComplete: (target?: object) => {
|
||||
// this.is_destroy=true
|
||||
// },
|
||||
// }
|
||||
// ).start();
|
||||
// }
|
||||
// }
|
||||
|
||||
}
|
||||
onBeginContact (selfCollider: Collider2D, otherCollider: Collider2D, contact: IPhysics2DContact | null) {
|
||||
@@ -147,11 +152,50 @@ export class SkillCom extends CCComp {
|
||||
// this.node.setScale(v3(this.scale,this.node.scale.y,this.node.scale.z))
|
||||
// this.move(deltaTime)
|
||||
this.toDestroy()
|
||||
let enemy_is_alive=false
|
||||
if(this.box_group==BoxSet.HERO){
|
||||
let mons =ecs.query(ecs.allOf(MonModelComp));
|
||||
for(let i=0;i<mons.length;i++){
|
||||
if(mons[i].eid == this.target_eid){
|
||||
enemy_is_alive=true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(this.box_group==BoxSet.MONSTER){
|
||||
let heros =ecs.query(ecs.allOf(HeroViewComp));
|
||||
for(let i=0;i<heros.length;i++){
|
||||
if(heros[i].eid == this.target_eid){
|
||||
enemy_is_alive=true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(enemy_is_alive){
|
||||
this.move_to(this.target)
|
||||
}else{
|
||||
this.ent.destroy()
|
||||
}
|
||||
// this.t_move(deltaTime)
|
||||
if (this.node.position.x > 400||this.node.position.x < -400||this.node.position.y > 1000||this.node.position.y < -100) {
|
||||
this.is_destroy=true
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
move_to(target:any){
|
||||
if(target.x > this.node.position.x){
|
||||
this.node.setScale(v3(1,1,1))
|
||||
}else{
|
||||
this.node.setScale(v3(-1,1,1))
|
||||
}
|
||||
var move = this.ent.get(MoveToComp) || this.ent.add(MoveToComp);
|
||||
move.target = v3(target.x,target.y);
|
||||
move.node = this.node;
|
||||
move.speed = this.speed;
|
||||
}
|
||||
|
||||
|
||||
t_move(dt: number){
|
||||
if( this.run_type!=0){
|
||||
return
|
||||
|
||||
@@ -29,7 +29,7 @@ export class Tooltip extends ecs.Entity {
|
||||
this.remove(TooltipCom);
|
||||
super.destroy();
|
||||
}
|
||||
load(pos: Vec3 = Vec3.ZERO,type:number=1,vaule:string="",s_uuid:number=1001,parent:any=null,cd:number=0.3) {
|
||||
load(pos: Vec3 = Vec3.ZERO,type:number=1,vaule:string="",s_uuid:number=1001,parent:any=null,cd:number=1) {
|
||||
|
||||
var path = "game/skills/tooltip";
|
||||
var prefab: Prefab = oops.res.get(path, Prefab)!;
|
||||
|
||||
@@ -31,39 +31,46 @@ export class TooltipCom extends CCComp {
|
||||
case 1:
|
||||
this.node.getChildByName("loss_life").getChildByName("hp").getComponent(Label).string = this.value;
|
||||
this.node.getChildByName("loss_life").active=true;
|
||||
tween(this.node).to(
|
||||
this.alive_time,
|
||||
{position:v3(this.node.position.x+10,this.node.position.y+40), },
|
||||
{
|
||||
onComplete:()=>{ this.ent.destroy()},
|
||||
easing:"linear"
|
||||
}
|
||||
).start()
|
||||
break
|
||||
case 2:
|
||||
this.node.getChildByName("add_life").getChildByName("hp").getComponent(Label).string = this.value;
|
||||
this.node.getChildByName("add_life").active=true;
|
||||
this.node.setPosition(v3(this.node.position.x,this.node.position.y+50))
|
||||
tween(this.node).to(
|
||||
this.alive_time,
|
||||
{position:v3(this.node.position.x+10,this.node.position.y+40), },
|
||||
{
|
||||
onComplete:()=>{ this.ent.destroy()},
|
||||
easing:"linear"
|
||||
}
|
||||
).start()
|
||||
break
|
||||
case 3:
|
||||
// resources.load("game/heros/skill/"+smc.skills[this.s_uuid].path, SpriteFrame, (err, spriteFrame) => {
|
||||
// this.node.getChildByName("skill").getChildByName("icon").getComponent(Sprite).spriteFrame = spriteFrame;
|
||||
// });
|
||||
|
||||
this.node.getChildByName("skill").getChildByName("name").getComponent(Label).string = smc.skills[this.s_uuid].name;
|
||||
this.node.getChildByName("skill").active=true;
|
||||
// this.alive_time = 2
|
||||
this.node.setPosition(v3(this.node.position.x,this.node.position.y+50))
|
||||
tween(this.node).to(
|
||||
this.alive_time,
|
||||
{position:v3(this.node.position.x,this.node.position.y), },
|
||||
{
|
||||
onComplete:()=>{ this.ent.destroy()},
|
||||
easing:"linear"
|
||||
}
|
||||
).start()
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
update(deltaTime: number) {
|
||||
this.node.setPosition(v3(this.node.position.x+deltaTime*20,this.node.position.y+deltaTime*50))
|
||||
if(this.alive_time >=0){
|
||||
this.alive_time -= deltaTime;
|
||||
}else{
|
||||
this.ent.destroy();
|
||||
}
|
||||
|
||||
// if(this.skill_name_time >=0){
|
||||
// this.skill_name_time -= deltaTime;
|
||||
// }else{
|
||||
// if(this.node.getChildByName("skill").active== true){
|
||||
// this.node.getChildByName("skill").getChildByName("name").active=false;
|
||||
// }
|
||||
// }
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user